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    • IGame Media ingests, transforms and distributes video and data for rights holders and betting operators.
    • Nothing between the job data and the finished video is…
    • Location:* Flexible | Contract: 12 Months | Hours: 40 per week (Mon–Fri).
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    • Build intelligent software products that turn Generative AI ideas into secure, scalable applications for real-world client challenges.
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    • Set up, configure, and maintain MCP (Model Context Protocol) servers that connect AI systems to internal tools and data sources, including scoping access,…
    • You’ll act as the subject matter expert for CMDB and CSDM, driving platform performance, data integrity, and continuous improvement while aligning closely with…
    • Hours: 36 hours per week – flexible options considered.
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    • You’ll have the experience of working with developers/vendors implementing fixes or improvements to systems.
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Senior Unreal Engine Developer

Job details

Here’s how the job details align with your profile.

Pay

From £75,000 a year

Job type

Fixed term contract
Full-time

Full job description

The role

iGame Media ingests, transforms and distributes video and data for rights holders and betting operators. We are building an automated video production pipeline on Unreal Engine 5: structured job data goes in, finished video featuring digital presenters comes out, rendered unattended with nobody at the keyboard.

Nothing between the job data and the finished video is touched by a person. That changes what good engineering looks like. Correctness, determinism and clear failure reporting matter more than they would in interactive work, because a rendering fault lands in the delivered output instead of being something a user works around.

This is a broad Unreal role rather than a single specialism. In any given month the work might be runtime C++, animation systems, Sequencer and Movie Render Queue, in-scene graphics, tooling for the artists, or the build and packaging path. The pipeline renders end to end today as a working prototype, so hardening what exists runs alongside new feature work. Technical direction sits with the Principal Architect, who you would work with daily; you bring the engineering depth to realise it and the judgement to argue when a plan is wrong.

What you would be working on

Nobody arrives strong in every area. We are looking for real depth in several and the appetite to pick up the rest.

MetaHuman and animation. Character assembly, grooms and cloth, RigLogic and DNA assets, LiveLink faces at runtime. Animation Blueprints and custom AnimGraph nodes in C++, Control Rig and RigVM, IK Rig and Retargeter, curve-driven facial animation, neural inference through NNE.

Sequencer and Movie Render Queue. Level sequences and sub-sequences, Control Rig parameter tracks, cine cameras, audio and event tracks, all authored or modified from code. Movie Render Graph, deferred passes, console variable control, encoder settings, and deterministic unattended renders.

Graphics and scenes. Data-driven UMG and Slate, render-to-texture surfaces, Rich Text and Text3D. Lumen, ray tracing, Virtual Shadow Maps, hair strands, and a disciplined material hierarchy. Building and lighting virtual studio environments that stay economical enough to render at volume.

Pipeline and infrastructure. Unreal Build Tool and Automation Tool, cooking and packaging, source-engine builds, Linux cross-compilation, Vulkan, containerised NVIDIA GPU rendering, Plastic SCM, Automation Framework tests and profiling with Unreal Insights.

Some of the work meets the boundary with a C# service that feeds the engine its data, so comfort reading and shaping a data contract in C# is useful.

What we need you to have done

Outcomes, not years. Each of these is tested at interview.

  • Shipped production UE5 C++: subsystems, data-driven configuration, garbage-collection lifetime, plugin and module architecture with clean dependencies.
  • Driven Movie Render Queue from code rather than the editor UI, for unattended rendering.
  • Written custom AnimGraph nodes evaluated on the animation thread, and worked with MetaHuman characters in production.
  • Authored or modified Sequencer content at runtime and diagnosed timing issues.
  • Debugged UE multithreading: task graph and worker-to-game-thread handoff.
  • Designed and defended a JSON contract between Unreal and an external service, with enough C# to co-edit the model.
  • Consolidated an inherited codebase: separated live from dead code with evidence, and removed it safely.

Useful on top

  • Runtime character spawning and Sequencer binding; body animation with IK Rig and Retargeter.
  • Control Rig authoring, and C++ RigVM unit development.
  • Media Framework for in-scene playback or capture input.
  • UE Linux porting: cross-toolchain source builds, clang strictness, third-party dependency packaging.
  • UE automation testing and CI for packaging.
  • Chaos Cloth and groom authoring, ffmpeg, PowerShell build automation.

One thing worth knowing

The content we render is licensed from rights holders. Territory, entitlement and distribution-window obligations are production-critical. Making a test pass is never a reason to weaken them.

How to apply

Send a CV and a short note. Tell us about one unattended or automated rendering problem you have solved and what broke along the way. A link to shipped work is more useful to us than a cover letter.

Pay: From £75,000.00 per year

Work Location: Remote

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